Official agent skill

Debugging Code

by JetBrains in JetBrains/skills

A skill your agent uses for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C, F, VB, C++, Unity, Unreal Engine, and other GameDev or…

OfficialNo licenceAuto-check passedGame Development

Install Debugging Code

skills CLI
$ npx skills add JetBrains/skills --skill debugging-code -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install JetBrains/skills debugging-code --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/JetBrains/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/debugging-code .claude/skills/debugging-code && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
debugging-code
GitHub stars
363
Used in
1 other repo
Token cost
~3.8k tokens
SKILL.md length
1,789 words
Files
17
Skills in repo
79
Repo updated
First seen
Licence
None found

At a glance

A skill your agent uses for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C, F, VB, C++, Unity, Unreal Engine, and other GameDev or…

  • Works in 3 steps: AUTO: the agent can run and rerun the… → ASSISTED: reproduction requires a… → HYBRID: try AUTO once or twice, then…
  • Debugger-driven runtime root-cause analysis in Rider-supported solutions and projects
  • SKILL.md covers Goal, When To Use This Skill, Disambiguation and Activation Gate (tool…, plus 18 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Debugging Code is an agent skill from JetBrains/skills, published by the product's own GitHub organization. Use for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C, F, VB, C++, Unity, Unreal Engine, and other GameDev or mixed-language projects. Trigger when runtime state or control-flow evidence is needed — actual values, branch taken, call order, thread context, whether execution reaches a chosen line — and cannot be derived confidently from source or logs; when pinning the relevant path would otherwise mean reading many files or tracing a deep call chain; or on…

Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 18 other files (for example `reference/tools.md`, `reference/tools/execute_run_configuration.md` and `reference/tools/get_run_configurations.md`).

It sits in Game Development, covering Responsive design, Game development and Debugging. It works with C#, C++, Unreal Engine and .NET. The repository describes itself as: Curated agent skills collection verified by JetBrains.

When your agent uses it

  • Debugger-driven runtime root-cause analysis in Rider-supported solutions and projects
  • Including .NET/C
  • Mixed-language projects
  • Control-flow evidence is needed — actual values

Example prompts

  • “/debugging-code”

Requirements

  • Pre-approved tools (allowed-tools): execute_tool

Workflow steps

3 steps, taken from the first numbered list in SKILL.md.

  1. AUTO: the agent can run and rerun the scenario directly (run config, test, executable, endpoint). Use xdebug_start_debugger_session to…
  2. ASSISTED: reproduction requires a user-only action (UI flow, auth, external dependency, hardware interaction).
  3. HYBRID: try AUTO once or twice, then switch to ASSISTED if the failure does not reproduce.

What it can do on your machine

Read from SKILL.md and the folder at commit e0f258b. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves these tools, so the agent can use them without asking each time:

    • execute_tool

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Debugging Code loads about 3.8k tokens when it runs. Until then it costs about 190 tokens; SKILL.md has 1,789 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~190
When it runs · the whole SKILL.md, loaded when a task matches
~3.8k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

Without a licence we can't republish the file, so here is its outline and opening line. It has 1,789 words (~3,840 tokens).

“Debugger-first runtime root-cause analysis for solutions opened in Rider, including C#, C++, F#, VB, Unreal Engine, and other GameDev projects.”

— opening of SKILL.md by JetBrains
name
debugging-code
allowed-tools
execute_tool
metadata.author
JetBrains

Read the full SKILL.md on GitHub

Files

SKILL.md and 16 other files in debugging-code of JetBrains/skills.

  • SKILL.md
  • reference/tools.md
  • reference/tools/execute_run_configuration.md
  • reference/tools/get_run_configurations.md
  • reference/tools/xdebug_control_session.md
  • reference/tools/xdebug_evaluate_expression.md
  • reference/tools/xdebug_get_debugger_status.md
  • reference/tools/xdebug_get_frame_values.md
  • reference/tools/xdebug_get_stack.md
  • reference/tools/xdebug_get_threads.md
  • reference/tools/xdebug_get_value_by_path.md
  • reference/tools/xdebug_list_breakpoints.md
  • reference/tools/xdebug_remove_breakpoint.md
  • reference/tools/xdebug_run_to_line.md
  • reference/tools/xdebug_set_breakpoint.md
  • reference/tools/xdebug_set_variable.md
  • reference/tools/xdebug_start_debugger_session.md

Open the folder on GitHubat commit e0f258b

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in JetBrains/skills, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Debugging Code next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Debugging Code compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Debugging Code this skillJetBrains/skills3631 repos~3.8kAutomated safety check: PassNone
Sokol Netelix22/Sokol.NET154—~2.8kAutomated safety check: PassMIT
MCP Debuggerdebugmcp/mcp-debugger171—~3.8kAutomated safety check: PassMIT
Ue Live DebuggingJasonMa0012/MooaToon749—~2.9kAutomated safety check: NotesCustom licence
Unreal Engine Animation Systemquodsoler/unreal-engine-skills359—~7kAutomated safety check: PassMIT
Godot Debuggingjame581/GodotPrompter792—~3kAutomated safety check: PassMIT

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Questions about Debugging Code

What does Debugging Code do?

A skill your agent uses for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C, F, VB, C++, Unity, Unreal Engine, and other GameDev or…. Debugging Code is an agent skill from JetBrains/skills, published by the product's own GitHub organization.NET/C, F, VB, C++, Unity, Unreal Engine, and other GameDev or mixed-language projects.

When should I use Debugging Code?

Debugging Code fits situations like: debugger-driven runtime root-cause analysis in Rider-supported solutions and projects; including .NET/C; mixed-language projects; control-flow evidence is needed — actual values.

How do I install Debugging Code in Claude Code?

Run `npx skills add JetBrains/skills --skill debugging-code -a claude-code`. Or copy the skill folder (debugging-code in JetBrains/skills) into .claude/skills/debugging-code in your project. Claude Code loads it when a task matches its description.

How do I install Debugging Code in Codex?

Run `npx skills add JetBrains/skills --skill debugging-code -a codex`. Or copy the skill folder (debugging-code in JetBrains/skills) into .agents/skills/debugging-code in your project. Codex loads it when a task matches its description.

Can I use Debugging Code in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add JetBrains/skills --skill debugging-code -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/debugging-code, .gemini/skills/debugging-code, .github/skills/debugging-code and .opencode/skills/debugging-code in your project.

What does Debugging Code need to run?

SKILL.md names no scripts, command-line tools or credentials: Debugging Code is instructions for the agent only. Its frontmatter pre-approves these tools: execute_tool.

Does Debugging Code access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Debugging Code safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Debugging Code use?

No licence was found for Debugging Code or its repository. Without one, default copyright applies: ask the author before reusing or redistributing it.

How many tokens does Debugging Code use?

About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Debugging Code?

Skills that share tags, products or a category with Debugging Code: Sokol Net (elix22/Sokol.NET, 154 stars), MCP Debugger (debugmcp/mcp-debugger, 171 stars), Ue Live Debugging (JasonMa0012/MooaToon, 749 stars) and Unreal Engine Animation System (quodsoler/unreal-engine-skills, 359 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Debugging Code?

JetBrains (a GitHub organization, an official publisher) maintains it in JetBrains/skills, which has 363 GitHub stars. The repository holds 79 skills in this directory. The repository was last updated on June 29, 2026.

Source: JetBrains/skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.